結果
問題 | No.5017 Tool-assisted Shooting |
ユーザー | poka |
提出日時 | 2023-07-17 00:28:13 |
言語 | Julia (1.10.2) |
結果 |
AC
|
実行時間 | 1,123 ms / 2,000 ms |
コード長 | 8,196 bytes |
コンパイル時間 | 212 ms |
コンパイル使用メモリ | 6,816 KB |
実行使用メモリ | 323,736 KB |
スコア | 3,899,821 |
平均クエリ数 | 1000.00 |
最終ジャッジ日時 | 2024-04-09 14:26:39 |
合計ジャッジ時間 | 115,782 ms |
ジャッジサーバーID (参考情報) |
judge4 / judge2 |
純コード判定しない問題か言語 |
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テストケース
テストケース表示入力 | 結果 | 実行時間 実行使用メモリ |
---|---|---|
testcase_00 | AC | 1,096 ms
320,984 KB |
testcase_01 | AC | 1,095 ms
321,492 KB |
testcase_02 | AC | 1,074 ms
320,652 KB |
testcase_03 | AC | 1,103 ms
320,928 KB |
testcase_04 | AC | 1,086 ms
321,196 KB |
testcase_05 | AC | 1,080 ms
320,276 KB |
testcase_06 | AC | 1,097 ms
322,220 KB |
testcase_07 | AC | 1,086 ms
323,248 KB |
testcase_08 | AC | 1,075 ms
321,852 KB |
testcase_09 | AC | 1,077 ms
320,012 KB |
testcase_10 | AC | 1,088 ms
322,600 KB |
testcase_11 | AC | 1,090 ms
322,144 KB |
testcase_12 | AC | 1,083 ms
322,568 KB |
testcase_13 | AC | 1,093 ms
322,180 KB |
testcase_14 | AC | 1,107 ms
323,276 KB |
testcase_15 | AC | 1,082 ms
322,236 KB |
testcase_16 | AC | 1,091 ms
321,304 KB |
testcase_17 | AC | 1,106 ms
321,920 KB |
testcase_18 | AC | 1,092 ms
322,604 KB |
testcase_19 | AC | 1,099 ms
322,424 KB |
testcase_20 | AC | 1,089 ms
320,712 KB |
testcase_21 | AC | 1,082 ms
322,080 KB |
testcase_22 | AC | 1,075 ms
321,332 KB |
testcase_23 | AC | 1,090 ms
320,460 KB |
testcase_24 | AC | 1,096 ms
321,044 KB |
testcase_25 | AC | 1,101 ms
322,096 KB |
testcase_26 | AC | 1,085 ms
323,308 KB |
testcase_27 | AC | 1,099 ms
320,300 KB |
testcase_28 | AC | 1,102 ms
321,576 KB |
testcase_29 | AC | 1,088 ms
322,320 KB |
testcase_30 | AC | 1,089 ms
320,448 KB |
testcase_31 | AC | 1,104 ms
320,716 KB |
testcase_32 | AC | 1,117 ms
320,888 KB |
testcase_33 | AC | 1,116 ms
322,492 KB |
testcase_34 | AC | 1,107 ms
322,860 KB |
testcase_35 | AC | 1,104 ms
320,680 KB |
testcase_36 | AC | 1,098 ms
319,748 KB |
testcase_37 | AC | 1,104 ms
320,660 KB |
testcase_38 | AC | 1,112 ms
322,468 KB |
testcase_39 | AC | 1,110 ms
323,044 KB |
testcase_40 | AC | 1,093 ms
322,076 KB |
testcase_41 | AC | 1,085 ms
323,372 KB |
testcase_42 | AC | 1,105 ms
322,440 KB |
testcase_43 | AC | 1,109 ms
323,348 KB |
testcase_44 | AC | 1,105 ms
320,564 KB |
testcase_45 | AC | 1,091 ms
320,596 KB |
testcase_46 | AC | 1,111 ms
323,244 KB |
testcase_47 | AC | 1,091 ms
322,016 KB |
testcase_48 | AC | 1,113 ms
322,344 KB |
testcase_49 | AC | 1,092 ms
320,176 KB |
testcase_50 | AC | 1,094 ms
323,736 KB |
testcase_51 | AC | 1,102 ms
322,356 KB |
testcase_52 | AC | 1,108 ms
322,260 KB |
testcase_53 | AC | 1,091 ms
322,944 KB |
testcase_54 | AC | 1,093 ms
321,452 KB |
testcase_55 | AC | 1,078 ms
320,928 KB |
testcase_56 | AC | 1,094 ms
322,128 KB |
testcase_57 | AC | 1,078 ms
320,388 KB |
testcase_58 | AC | 1,090 ms
323,292 KB |
testcase_59 | AC | 1,090 ms
321,104 KB |
testcase_60 | AC | 1,102 ms
322,472 KB |
testcase_61 | AC | 1,087 ms
322,888 KB |
testcase_62 | AC | 1,079 ms
322,448 KB |
testcase_63 | AC | 1,098 ms
320,616 KB |
testcase_64 | AC | 1,096 ms
322,864 KB |
testcase_65 | AC | 1,123 ms
323,016 KB |
testcase_66 | AC | 1,090 ms
320,896 KB |
testcase_67 | AC | 1,080 ms
321,524 KB |
testcase_68 | AC | 1,091 ms
321,644 KB |
testcase_69 | AC | 1,098 ms
322,964 KB |
testcase_70 | AC | 1,095 ms
323,036 KB |
testcase_71 | AC | 1,100 ms
320,028 KB |
testcase_72 | AC | 1,090 ms
322,572 KB |
testcase_73 | AC | 1,098 ms
320,368 KB |
testcase_74 | AC | 1,097 ms
320,908 KB |
testcase_75 | AC | 1,107 ms
320,852 KB |
testcase_76 | AC | 1,100 ms
320,520 KB |
testcase_77 | AC | 1,108 ms
321,496 KB |
testcase_78 | AC | 1,091 ms
319,780 KB |
testcase_79 | AC | 1,090 ms
321,664 KB |
testcase_80 | AC | 1,099 ms
322,712 KB |
testcase_81 | AC | 1,087 ms
322,140 KB |
testcase_82 | AC | 1,096 ms
322,700 KB |
testcase_83 | AC | 1,089 ms
322,616 KB |
testcase_84 | AC | 1,090 ms
321,056 KB |
testcase_85 | AC | 1,098 ms
322,676 KB |
testcase_86 | AC | 1,094 ms
322,236 KB |
testcase_87 | AC | 1,101 ms
320,432 KB |
testcase_88 | AC | 1,102 ms
323,480 KB |
testcase_89 | AC | 1,101 ms
322,988 KB |
testcase_90 | AC | 1,094 ms
322,836 KB |
testcase_91 | AC | 1,101 ms
321,340 KB |
testcase_92 | AC | 1,078 ms
322,276 KB |
testcase_93 | AC | 1,103 ms
320,792 KB |
testcase_94 | AC | 1,085 ms
321,916 KB |
testcase_95 | AC | 1,093 ms
320,444 KB |
testcase_96 | AC | 1,107 ms
320,020 KB |
testcase_97 | AC | 1,105 ms
321,548 KB |
testcase_98 | AC | 1,106 ms
323,380 KB |
testcase_99 | AC | 1,094 ms
322,600 KB |
ソースコード
module Problem const WIDTH = 25 const HEIGHT = 60 const MAX_TURN = 1000 const TIME_LIMIT = 1.65 const MIN_PERCENT = 1 const MAX_PERCENT = 8 const INF = 1 << 30 mutable struct Local row::Int inputs::Vector{String} end function Local() inputs = readlines() Local(2, inputs) end struct Server end readint(::Server) = parse(Int, readline()) readints(::Server) = parse.(Int, readline() |> split) function readint(l::Local) n = parse(Int, l.inputs[l.row]) l.row += 1 n end function readints(l::Local) nums = parse.(Int, split(l.inputs[l.row])) l.row += 1 nums end mutable struct Player x::Int level::Int breaking_power_total::Int score::Int end function Player() Player(12 + 1, 1, 0, 0) end mutable struct Enemy init_hp::Int now_hp::Int power::Int x::Int y::Int end function Enemy(init_hp, power, x0) Enemy(init_hp, init_hp, power, x0 + 1, HEIGHT) end mutable struct AppearanceCounter appear_count::Int no_appear_count::Int percent::Float64 end function AppearanceCounter() AppearanceCounter(0, 0, 5.0) end function percentage(counter::AppearanceCounter) p = counter.appear_count / (counter.appear_count + counter.no_appear_count) * 100 p = max(MIN_PERCENT, p) p = min(MAX_PERCENT, p) p end function preprocess!(enemies::Vector{Vector{Enemy}}, counters::Vector{AppearanceCounter}, new_enemies) counnts = [0 for _ in 1:WIDTH] for i in 1:WIDTH for j in eachindex(enemies[i]) enemies[i][j].y -= 1 end if !isempty(enemies[i]) && enemies[i][begin].y == 0 popfirst!(enemies[i]) end end for enemy in new_enemies push!(enemies[enemy.x], enemy) counnts[enemy.x] += 1 end for i in 1:WIDTH if counnts[i] > 0 counters[i].appear_count += 1 else counters[i].no_appear_count += 1 end end end function postprocess!(enemies::Vector{Vector{Enemy}}, player::Player) if !isempty(enemies[player.x]) enemies[player.x][begin].now_hp -= player.level if enemies[player.x][begin].now_hp <= 0 player.score += enemies[player.x][begin].init_hp player.breaking_power_total += enemies[player.x][begin].power player.level = 1 + player.breaking_power_total ÷ 100 popfirst!(enemies[player.x]) end end end function diff(a, b) (a - b)^2 end function update_percentages!(counters::Vector{AppearanceCounter}, probabilities, turn) t = turn / MAX_TURN for i in 1:WIDTH old_p = probabilities[i] expected_p = percentage(counters[i]) probabilities[i] = old_p probabilities[i] += old_p * (1 - t) + expected_p * t end end function enemy_evaluation1(enemy::Enemy, turn, player::Player) target_level = 70 t = min(1, player.level / target_level) value = enemy.power * (1 - t) + enemy.init_hp * t value end function approach_turn_simple(player::Player, enemies::Vector{Vector{Enemy}}, target_x) turn = 0 now = player.x enemies_ys = [Int[] for _ in 1:WIDTH] for i in 1:WIDTH for enemy in enemies[i] push!(enemies_ys[i], enemy.y) end end while now != target_x dirs = if mod(now - target_x, WIDTH) < mod(target_x - now, WIDTH) [-1, 0, 1] elseif mod(now - target_x, WIDTH) > mod(target_x - now, WIDTH) [1, 0, -1] else break end can_move = false for dir in dirs next = now + dir if next < 1 next += WIDTH elseif next > WIDTH next -= WIDTH end while !isempty(enemies_ys[next]) && enemies_ys[next][begin] < turn + 1 popfirst!(enemies_ys[next]) end if isempty(enemies_ys[next]) now = next turn += 1 can_move = true break else enemy_y = enemies_ys[next][begin] if enemy_y != turn + 1 now = next turn += 1 can_move = true break end end end if !can_move return INF end end turn end function expected_turn_for_braking(player::Player, enemies::Vector{Vector{Enemy}}, target_x) turn = 0 approach_turn = approach_turn_simple(player, enemies, target_x) if approach_turn == INF return INF end turn = approach_turn # # 移動して攻撃も移動せず攻撃も使うターンは変わらない # if turn > 0 # turn -= 1 # end braking_turn = (enemies[target_x][begin].now_hp + (player.level - 1)) ÷ player.level turn += braking_turn turn -= 1 # yが以下の場合は壊せない経過ターン # よくわからないけどバグ対策で1引いた if turn >= enemies[target_x][begin].y - 1 turn = INF end turn end function main(env) player = Player() enemies = [Enemy[] for _ in 1:WIDTH] counters = [AppearanceCounter() for _ in 1:WIDTH] probabilities = [4.5 for _ in 1:WIDTH] for turn in 1:MAX_TURN new_enemies = input(env) preprocess!(enemies, counters, new_enemies) update_percentages!(counters, probabilities, turn) cand_enemies = Enemy[] for i in 1:WIDTH if !isempty(enemies[i]) push!(cand_enemies, enemies[i][begin]) end end target_x = -1 best_value = -1 target_enemy = Enemy(0, 0, 0) best_used_turn = INF for enemy in cand_enemies x = enemy.x earn_value = enemy_evaluation1(enemy, turn, player) use_turn = expected_turn_for_braking(player, enemies, x) if use_turn == INF continue end if use_turn + turn > MAX_TURN continue end value = earn_value / use_turn if best_value < value best_value = value target_x = x target_enemy = enemy best_used_turn = use_turn end end dirs = if mod(player.x - target_x, WIDTH) < mod(target_x - player.x, WIDTH) ["L", "S", "R"] elseif mod(player.x - target_x, WIDTH) > mod(target_x - player.x, WIDTH) ["R", "S", "L"] else ["S", "L", "R"] end for dir in dirs now = player.x if dir == "L" now -= 1 if now < 1 now += WIDTH end elseif dir == "R" now += 1 if now > WIDTH now -= WIDTH end end if !isempty(enemies[now]) && enemies[now][begin].y <= 2 continue else println(dir) player.x = now break end end # println("# target_x: ", target_x) # println("# best_value: ", best_value) # println("# player: ", player.level, " ", player.x) # println("# enemy: ", target_enemy.now_hp, " ", target_enemy.x) # println("# best_used_turn: ", best_used_turn) # println("# dirs: ", dirs) postprocess!(enemies, player) end println(stderr, "Score: ", player.score) end function input(env) n = readint(env) if n == -1 exit() end new_enemies = [Enemy(readints(env)...) for _ in 1:n] new_enemies end end #region run probblem if abspath(PROGRAM_FILE) == @__FILE__ env = Problem.Server() Problem.main(env) else tests_path = joinpath(@__DIR__, "in") file_name = "0002.txt" sample_file = joinpath(tests_path, file_name) out_path = joinpath(@__DIR__, "out") out_file = joinpath(out_path, file_name) redirect_stdio(stdin=sample_file, stdout=out_file) do env = Problem.Local() Problem.main(env) end end #endregion